#include "BsBansheeRenderer.h" #include "BsCamera.h" #include "BsSceneObject.h" #include "BsSceneManager.h" #include "BsRenderable.h" #include "BsMaterial.h" #include "BsMesh.h" #include "BsPass.h" #include "BsBlendState.h" #include "BsRasterizerState.h" #include "BsDepthStencilState.h" #include "BsCoreApplication.h" #include "BsViewport.h" #include "BsRenderTarget.h" #include "BsRenderQueue.h" #include "BsOverlayManager.h" #include "BsGUIManager.h" #include "BsCoreThread.h" #include "BsGpuParams.h" #include "BsProfilerCPU.h" #include "BsShader.h" #include "BsTechnique.h" #include "BsDrawList.h" #include "BsHardwareBufferManager.h" #include "BsGpuParamBlockBuffer.h" #include "BsShader.h" #include "BsBansheeLitTexRenderableController.h" #include "BsTime.h" #include "BsFrameAlloc.h" using namespace std::placeholders; namespace BansheeEngine { BansheeRenderer::BansheeRenderer() { mRenderableRemovedConn = gSceneManager().onRenderableRemoved.connect(std::bind(&BansheeRenderer::renderableRemoved, this, _1)); } BansheeRenderer::~BansheeRenderer() { mRenderableRemovedConn.disconnect(); } const String& BansheeRenderer::getName() const { static String name = "BansheeRenderer"; return name; } void BansheeRenderer::_onActivated() { Renderer::_onActivated(); gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::initializeCore, this)); } void BansheeRenderer::_onDeactivated() { Renderer::_onDeactivated(); gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::destroyCore, this)); gCoreAccessor().submitToCoreThread(true); } void BansheeRenderer::initializeCore() { mLitTexHandler = bs_new(); } void BansheeRenderer::destroyCore() { if (mLitTexHandler != nullptr) bs_delete(mLitTexHandler); mRenderTargets.clear(); mCameraData.clear(); } void BansheeRenderer::addRenderableProxy(RenderableProxyPtr proxy) { for (auto& element : proxy->renderableElements) { mRenderableElements.push_back(element); mWorldTransforms.push_back(element->worldTransform); mWorldBounds.push_back(element->calculateWorldBounds()); element->renderableType = proxy->renderableType; if (proxy->renderableType == RenType_LitTextured) element->handler = mLitTexHandler; else element->handler = nullptr; if (element->handler != nullptr) element->handler->initializeRenderElem(element); element->id = (UINT32)(mRenderableElements.size() - 1); } } void BansheeRenderer::removeRenderableProxy(RenderableProxyPtr proxy) { for (auto& element : proxy->renderableElements) { assert(mRenderableElements.size() > element->id && element->id >= 0); if (mRenderableElements.size() == 0) mRenderableElements.erase(mRenderableElements.begin()); else { std::swap(mRenderableElements[element->id], mRenderableElements.back()); mRenderableElements.erase(mRenderableElements.end() - 1); mRenderableElements[element->id]->id = element->id; } } } void BansheeRenderer::updateRenderableProxy(RenderableProxyPtr proxy, Matrix4 localToWorld) { for (auto& element : proxy->renderableElements) { element->worldTransform = localToWorld; mWorldTransforms[element->id] = localToWorld; mWorldBounds[element->id] = element->calculateWorldBounds(); } } void BansheeRenderer::_notifyCameraAdded(const CameraHandlerCore* camera) { CameraData& camData = mCameraData[camera]; camData.renderQueue = bs_shared_ptr(); } void BansheeRenderer::_notifyCameraRemoved(const CameraHandlerCore* camera) { mCameraData.erase(camera); } void BansheeRenderer::renderableRemoved(const RenderableHandlerPtr& renderable) { if (renderable->_getActiveProxy() != nullptr) { mDeletedRenderableProxies.push_back(renderable->_getActiveProxy()); } } void BansheeRenderer::renderAll() { gSceneManager().updateRenderableTransforms(); // Remove proxies from deleted Renderables for (auto& camera : mDeletedRenderableProxies) { if (camera != nullptr) gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeRenderableProxy, this, camera)); } // Add or update Renderable proxies const Vector& allRenderables = gSceneManager().getAllRenderables(); Vector dirtySceneObjects; Vector dirtyRenderables; FrameAlloc* frameAlloc = gCoreThread().getFrameAlloc(); for (auto& renderableData : allRenderables) { RenderableHandlerPtr renderable = renderableData.renderable; HSceneObject renderableSO = renderableData.sceneObject; bool addedNewProxy = false; RenderableProxyPtr proxy = renderable->_getActiveProxy(); if (renderableSO->getActive()) { if (renderable->_isCoreDirty()) { if (proxy != nullptr) gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeRenderableProxy, this, proxy)); proxy = renderable->_createProxy(renderableSO->getWorldTfrm()); renderable->_setActiveProxy(proxy); if (proxy != nullptr) gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::addRenderableProxy, this, proxy)); dirtyRenderables.push_back(renderable); dirtySceneObjects.push_back(renderableSO); addedNewProxy = true; } else if (renderableSO->_isCoreDirty()) { if (proxy != nullptr) gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::updateRenderableProxy, this, proxy, renderableSO->getWorldTfrm())); dirtySceneObjects.push_back(renderableSO); } } else // If inactive we remove the proxy until re-activated { if (proxy != nullptr) { gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::removeRenderableProxy, this, proxy)); renderable->_setActiveProxy(nullptr); renderable->_markCoreDirty(); } } } // Mark all renderables as clean (needs to be done after all proxies are updated as // this will also clean materials & meshes which may be shared, so we don't want to clean them // too early. for (auto& renderable : dirtyRenderables) { renderable->_markCoreClean(); } // Mark scene objects clean for (auto& dirtySO : dirtySceneObjects) { dirtySO->_markCoreClean(); } // Populate direct draw lists const Vector& allCameras = gSceneManager().getAllCameras(); for (auto& cameraData : allCameras) { CameraHandlerPtr camera = cameraData.camera; HSceneObject cameraSO = cameraData.sceneObject; DrawListPtr drawList = bs_shared_ptr(); // Get GUI render operations GUIManager::instance().render(camera->getViewport(), *drawList); // Get overlay render operations OverlayManager::instance().render(camera->getViewport(), *drawList); // Get any operations from hooked up callbacks const Viewport* viewportRawPtr = camera->getViewport().get(); onRenderViewport(viewportRawPtr, *drawList); RenderQueuePtr renderQueue = bs_shared_ptr(); const Vector& drawOps = drawList->getDrawOperations(); // Note: It is important that draw ops update happens after renderables are updated, so that // renderable proxies properly update in case they both share the same material/mesh for (auto& drawOp : drawOps) { // Note: It is assumed render operations queued in the draw list is going // to change every frame so we create new proxies using frame allocator // every frame. It /might/ be more efficient not to use frame allocator // and only update when they actually change. That might also cause // issue if material/mesh is used both in draw list and a Renderable if (drawOp.material->_isCoreDirty(MaterialDirtyFlag::Proxy)) { drawOp.material->_setActiveProxy(drawOp.material->_createProxy()); drawOp.material->_markCoreClean(MaterialDirtyFlag::Proxy); drawOp.material->_markCoreClean(MaterialDirtyFlag::Material); } MaterialProxyPtr materialProxy = drawOp.material->_getActiveProxy(); SPtr meshCore = drawOp.mesh->getCore(); SubMesh subMesh = meshCore->getProperties().getSubMesh(drawOp.submeshIdx); float distanceToCamera = (cameraSO->getPosition() - drawOp.worldPosition).length(); renderQueue->add(materialProxy, meshCore, subMesh, distanceToCamera); } gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::addToRenderQueue, this, camera->getCore(), renderQueue)); } gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::renderAllCore, this, gTime().getTime())); } void BansheeRenderer::addToRenderQueue(const SPtr& camera, RenderQueuePtr renderQueue) { RenderQueuePtr cameraRenderQueue = mCameraData[camera.get()].renderQueue; cameraRenderQueue->add(*renderQueue); } void BansheeRenderer::renderAllCore(float time) { THROW_IF_NOT_CORE_THREAD; // Update global hardware buffers mLitTexHandler->updateGlobalBuffers(time); // Sort cameras by render target for (auto& cameraData : mCameraData) { const CameraHandlerCore* camera = cameraData.first; SPtr renderTarget = camera->getViewport()->getTarget(); auto findIter = std::find_if(mRenderTargets.begin(), mRenderTargets.end(), [&](const RenderTargetData& x) { return x.target == renderTarget; }); if (findIter != mRenderTargets.end()) { findIter->cameras.push_back(camera); } else { mRenderTargets.push_back(RenderTargetData()); RenderTargetData& renderTargetData = mRenderTargets.back(); renderTargetData.target = renderTarget; renderTargetData.cameras.push_back(camera); } } // Sort everything based on priority auto cameraComparer = [&](const CameraHandlerCore* a, const CameraHandlerCore* b) { return a->getPriority() > b->getPriority(); }; auto renderTargetInfoComparer = [&](const RenderTargetData& a, const RenderTargetData& b) { return a.target->getProperties().getPriority() > b.target->getProperties().getPriority(); }; std::sort(begin(mRenderTargets), end(mRenderTargets), renderTargetInfoComparer); for (auto& camerasPerTarget : mRenderTargets) { Vector& cameras = camerasPerTarget.cameras; std::sort(begin(cameras), end(cameras), cameraComparer); } // Render everything, target by target for (auto& renderTargetData : mRenderTargets) { SPtr target = renderTargetData.target; Vector& cameras = renderTargetData.cameras; RenderSystem::instance().beginFrame(); for(auto& camera : cameras) { SPtr viewport = camera->getViewport(); RenderSystem::instance().setRenderTarget(target); RenderSystem::instance().setViewport(viewport->getNormArea()); UINT32 clearBuffers = 0; if(viewport->getRequiresColorClear()) clearBuffers |= FBT_COLOR; if(viewport->getRequiresDepthClear()) clearBuffers |= FBT_DEPTH; if(viewport->getRequiresStencilClear()) clearBuffers |= FBT_STENCIL; if(clearBuffers != 0) RenderSystem::instance().clearViewport(clearBuffers, viewport->getClearColor(), viewport->getClearDepthValue(), viewport->getClearStencilValue()); render(*camera, mCameraData[camera].renderQueue); } RenderSystem::instance().endFrame(); RenderSystem::instance().swapBuffers(target); } mRenderTargets.clear(); } void BansheeRenderer::render(const CameraHandlerCore& camera, const RenderQueuePtr& renderQueue) { THROW_IF_NOT_CORE_THREAD; RenderSystem& rs = RenderSystem::instance(); Matrix4 projMatrixCstm = camera.getProjectionMatrixRS(); Matrix4 viewMatrixCstm = camera.getViewMatrix(); Matrix4 viewProjMatrix = projMatrixCstm * viewMatrixCstm; onCorePreRenderViewport(camera); if (!camera.getIgnoreSceneRenderables()) { ConvexVolume worldFrustum = camera.getWorldFrustum(); // Update per-object param buffers and queue render elements for (auto& renderElem : mRenderableElements) { if (renderElem->handler != nullptr) renderElem->handler->bindPerObjectBuffers(renderElem); if (renderElem->renderableType == RenType_LitTextured) { Matrix4 worldViewProjMatrix = viewProjMatrix * mWorldTransforms[renderElem->id];; mLitTexHandler->updatePerObjectBuffers(renderElem, worldViewProjMatrix); } for (auto& param : renderElem->material->params) { param->updateHardwareBuffers(); } // Do frustum culling // TODO - This is bound to be a bottleneck at some point. When it is ensure that intersect // methods use vector operations, as it is trivial to update them. const Sphere& boundingSphere = mWorldBounds[renderElem->id].getSphere(); if (worldFrustum.intersects(boundingSphere)) { // More precise with the box const AABox& boundingBox = mWorldBounds[renderElem->id].getBox(); if (worldFrustum.intersects(boundingBox)) { float distanceToCamera = (camera.getPosition() - boundingBox.getCenter()).length(); renderQueue->add(renderElem, distanceToCamera); } } } } renderQueue->sort(); const Vector& sortedRenderElements = renderQueue->getSortedElements(); for(auto iter = sortedRenderElements.begin(); iter != sortedRenderElements.end(); ++iter) { MaterialProxyPtr materialProxy = iter->material; setPass(*materialProxy, iter->passIdx); draw(iter->mesh, iter->subMesh); } renderQueue->clear(); onCorePostRenderViewport(camera); } }